vkd3d: Introduce an enumerant for the mutable descriptor set.

So we avoid hardcoding that it is number zero. There are two
goals here: first making the code easier to understand and
second allow reshuffling the descriptor set allocation in a
later commit.
This commit is contained in:
Giovanni Mascellani
2024-10-18 15:06:48 +02:00
committed by Henri Verbeet
parent 32e6a1bb4d
commit 8d030718ae
Notes: Henri Verbeet 2024-10-23 16:18:40 +02:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1218
4 changed files with 36 additions and 26 deletions

View File

@@ -136,7 +136,8 @@ static HRESULT vkd3d_create_vk_descriptor_heap_layout(struct d3d12_device *devic
VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
};
if (device->vk_info.EXT_mutable_descriptor_type && index && index != VKD3D_SET_INDEX_UAV_COUNTER
if (device->vk_info.EXT_mutable_descriptor_type
&& index != VKD3D_SET_INDEX_MUTABLE && index != VKD3D_SET_INDEX_UAV_COUNTER
&& device->vk_descriptor_heap_layouts[index].applicable_heap_type == D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV)
{
device->vk_descriptor_heap_layouts[index].vk_set_layout = VK_NULL_HANDLE;
@@ -144,7 +145,7 @@ static HRESULT vkd3d_create_vk_descriptor_heap_layout(struct d3d12_device *devic
}
binding.binding = 0;
binding.descriptorType = (device->vk_info.EXT_mutable_descriptor_type && !index)
binding.descriptorType = (device->vk_info.EXT_mutable_descriptor_type && index == VKD3D_SET_INDEX_MUTABLE)
? VK_DESCRIPTOR_TYPE_MUTABLE_EXT : device->vk_descriptor_heap_layouts[index].type;
binding.descriptorCount = device->vk_descriptor_heap_layouts[index].count;
binding.stageFlags = VK_SHADER_STAGE_ALL;
@@ -200,14 +201,20 @@ static HRESULT vkd3d_vk_descriptor_heap_layouts_init(struct d3d12_device *device
{
static const struct vkd3d_vk_descriptor_heap_layout vk_descriptor_heap_layouts[VKD3D_SET_INDEX_COUNT] =
{
{VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, true, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV},
{VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, true, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV},
{VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, false, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV},
{VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, true, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV},
{VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, false, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV},
{VK_DESCRIPTOR_TYPE_SAMPLER, false, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER},
/* UAV counters */
{VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, true, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV},
[VKD3D_SET_INDEX_UNIFORM_BUFFER] =
{VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, true, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV},
[VKD3D_SET_INDEX_UNIFORM_TEXEL_BUFFER] =
{VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, true, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV},
[VKD3D_SET_INDEX_SAMPLED_IMAGE] =
{VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, false, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV},
[VKD3D_SET_INDEX_STORAGE_TEXEL_BUFFER] =
{VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, true, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV},
[VKD3D_SET_INDEX_STORAGE_IMAGE] =
{VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, false, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV},
[VKD3D_SET_INDEX_SAMPLER] =
{VK_DESCRIPTOR_TYPE_SAMPLER, false, D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER},
[VKD3D_SET_INDEX_UAV_COUNTER] =
{VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, true, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV},
};
const struct vkd3d_device_descriptor_limits *limits = &device->vk_info.descriptor_limits;
enum vkd3d_vk_descriptor_set_index set;